PTE Build 76412-pte now live (updated with new build 12/16/14)

Discussion in 'Planetary Annihilation General Discussion' started by jables, December 5, 2014.

  1. xankar

    xankar Post Master General

    Messages:
    752
    Likes Received:
    1,004
    So I created 16 unit cannons side by side :p it was extremely effective:
    [​IMG]
    Here they are launching:
    [​IMG]
    And here they are landing:
    [​IMG]
    lafncow, Remy561 and killerkiwijuice like this.
  2. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    - naval anim trees also got some weapon_index and unit_event entries
    - bomber: possible new field: maintain_priority_target
    - UNITTYPE_CannonBuildable
    - Holtkins also had a build cost reduction (14400 -> 9600)
    - nuke_launcher_ammo: possible new field stage_on_planet_handoff
    - lots more secondary color choices; looks like the same (or nearly) set for every primary
    - showCsgPallet - I don't see anything in game yet, but it may be coming.
    Remy561 likes this.
  3. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    If I am right, it is a 3rd power option. There is turned on, turned off, and "conserve" (which turns off automatically once negative, and turns on once positive)

    ALL THOSE CHANGES are massive.

    Unit cannon.
    Auto power state.
    Naval pass.
    Towers pass.
    Prioritization on air.
    Artillery pass.

    Tsk.... I may have to retire from these forums now that I have NOTHING TO COMPLAIN ABOUT. What will I do with my life...
    I found something to complain about. At least, one last thing. @jables , next time you release patch notes, be specific about important stuff like these. Man, these make it even better...
    bsergent, dukyduke and Remy561 like this.
  4. lokiCML

    lokiCML Post Master General

    Messages:
    1,973
    Likes Received:
    953
    PA ;)
  5. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    Well, I am completely doing another pass on TeamComBuilder. Modding and playing will be nice.
  6. reptarking

    reptarking Post Master General

    Messages:
    1,321
    Likes Received:
    1,577
    @jables there is bug that a unit inside a unit cannon can still fire its weapon but cannot be shot
  7. SXX

    SXX Post Master General

    Messages:
    6,896
    Likes Received:
    1,812
    It's just me or AI seems kind a broken? :(

    PS: Just got all 3 AI stuck on spawn for some reason, one unstuck after being attacked.
    Last edited: December 5, 2014
  8. planktum

    planktum Post Master General

    Messages:
    1,060
    Likes Received:
    510
    @jables please make it so that we can change the default energy/build settings on factories.
    duncane likes this.
  9. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    I want to set it on radar. 90% notwithstanding, they are just wasting power when there isn't enough.

    Related: needs hotkey.
    cola_colin and carn1x like this.
  10. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    Mod issue: I'd like to see ambiguous secondary colors removed. I can probably work around the worst case with an equality check.

    Screen Shot 2014-12-04 at 20.19.25 .png

    Should units in pods have ground vision?

    Screen Shot 2014-12-04 at 20.25.21 .png

    Pathing. Probably not peculiar to PTE. He'd really like to go help that factory, if only this bloody radar would get out of the way

    Screen Shot 2014-12-04 at 20.05.03 .png
    Yaegz, Remy561, cola_colin and 5 others like this.
  11. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    Giving units in pods ground vision actually opens up mod possibilities for me. I can imagine a unit that launches a unit wrapped inside a pod and reveals the area around it as it travels. Setting the stages in the deploy projectile might be enough to get it to travel to the target and hover for a few seconds before dying. The weapon could have a very limited range.
  12. killerkiwijuice

    killerkiwijuice Post Master General

    Messages:
    3,879
    Likes Received:
    3,597
    I can see there being hundreds of suggestions and bug finds in this thread... Is this really the best place to monitor everything before it goes live?

    I suggest a thread in support for bugs for this PTE and a thread in balance for balance suggestions/complaints for this PTE, it might be more organised.
  13. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    When I right-click target a unit, the salvo lands somewhere random on the planet.
  14. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    I considered having a projectile that had no velocity and a livespan of 60 seconds and a vision of 60 or something medium, and putting it on the firefly.

    That would act as a visual spycamera beacon. Pretty nifty. But I do see what you mean. Staged would also worked, have a missile that was staged, and when it reached target it changed to velocity of 0 and just hovered there.

    Giving the t2 radar a planetwide weapon like that, where you have to charge it by energy, and can only use it every 60 seconds, would be amazing to probe anywhere on planet for enemy commander.
  15. emraldis

    emraldis Post Master General

    Messages:
    2,641
    Likes Received:
    1,843
    some bugs. Narwhal model randomly has a grey rectangular prism way in front of it that randomly appears and disappears. The leviathan no longer has a model. When you fire the unit cannon near the unit cannon itself the pods are launched straight up, then fall back down right beside the unit cannon without deploying the units.
    Remy561 likes this.
  16. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    In my tests I wasn't able to give vision to ammo or lifetimes to units, so my only other plans didn't work out.
  17. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    You can give both to missiles.

    Try giving a nuke vision of 100, and an ending stage acceleration of 60 and max&min velocity of 0.
    cptconundrum likes this.
  18. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    @tvinita
    Will modders be able to use "transporter" as an ammo source?
    thetrophysystem likes this.
  19. brandonpotter

    brandonpotter Well-Known Member

    Messages:
    966
    Likes Received:
    389
    Happy that the unit cannon is sorta in, but alot more work to do on both the model, and the unit itself.
    xankar and killerkiwijuice like this.
  20. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    It's a hellova improvement to "on hiatus for the forseeable future with no further update on it's status or mention on it's work".

    People were calling it cancelled and swept under rug and bad design anyway. No Uber dev was making comments otherwise. That was the reality as we knew it.

    We just discovered an alternate reality, be happy :p
    Remy561, codylc and lokiCML like this.

Share This Page